User:Hurricaaane: Difference between revisions
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| style="background-color:black; color:white;" | radius || 512 | | style="background-color:black; color:white;" | radius || 512 | ||
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| rowspan=3 | Spawnflags | |||
| style="background-color:green; color:white;" | Start on | |||
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| style="background-color:maroon; color:white;" | Allow physics objects | |||
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| style="background-color:maroon; color:white;" | Allow soundscapes | |||
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| rowspan=3 | Spawnflags | |||
| style="color:green;" | Start on | |||
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| style="color:red;" | Allow physics objects | |||
|- | |||
| style="color:red;" | Allow soundscapes | |||
|} | |} | ||
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Subpages: [[User:Hurricaaane/Projects|Projects]] | Subpages: [[User:Hurricaaane/Projects|Projects]] |
Revision as of 06:12, 13 April 2006
Half-Life
I'm an Half-Life1 and ² mapper, specialized in technical mapping, and entities manipulation. I've started mapping around 2002. I'm fond of Sven Co-Op and Half-Life1&² singleplayer.
Abilities
I've learned how to manipulate Singleplayer/Co-Op entities. I can't make nice teamplay maps for mods like Counter-Strike, HL²:CTF, or other. I can easily make use of Vertex tool. I never use Carve, or hollow. I've learned how to make textures, on Half-Life 1 and ². Sometimes, they're good, and sometimes, not. I don't have enough talent to make a good-looking map. Critics tells me that I can't handle well light atmosphere (poor light, not scaring, too bright...), and that there are not enough details in my maps (signs, objects, furniture, electrical installations, and other).
Projects
I have and I had projects about mapping. Almost all of them are technical projects.
Projects done
- Antitelefrag teleporter on Sven Co-Op
- Flashbang trigger in the map Crazymaze made by DarthRod on Sven Co-Op
Projects done but undelivered
- Chain-reaction Easter Egg for the map Crazymaze² by DarthRod planned for Sven Co-Op²
- Special teleporter that activates only after pushing 5 invisible buttons in the correct order at different places at the right rythm for Half-Life 1 Engine.
- Volumetric light smoke on Sven Co-Op as a visual effect. Used near outdoor lights at night.
- Mobile camera scripted-sequence.
- Scanner that alerts only if a photo is taken while the player is visible.
Projects going
- Studying HL² entities to be prepared to map on Sven Co-Op²
- Three-floor elevator with doors on Half-Life²
Uncompleted projects
- sc_hurricaaane for Sven Co-Op
- Full high-resolution lab textures for Half-Life²
Notepad
- I've put this link as a shortcut when I don't remember some editing functionnalities.
- Nice Output table
- If you hate images of I/O where you can't copy values simply by clicking at it, you can use this table I've made:
Object outputs: speaker - env_microphone My Output Target Entity Target Input Parameter Delay Only Once SoundLevel spvol SetValueCompare <none> 0.00 No
{| |+Object outputs: speaker - env_microphone ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once |- | [[Image:Io11.png]] || SoundLevel || spvol || SetValueCompare || <none> || 0.00 || No |}
{| |+Object outputs: multiple objects ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once |- | [[Image:Io11.png]] || OnPressed || train_cameratarget || Stop || <none> || 0.00 || No |- | [[Image:Io21.png]] || OnPressed || train_cameratarget || StartForward || <none> || 2.00 || No |- | [[Image:Io22.png]] || OnPressed || train_cameratarget || '''StartBackwards''' || <none> || 3.00 || No |- | [[Image:Io11.png]] || OnPressed || ambient_intruderalarm || PlaySound || <none> || 5.00 || Yes |- | [[Image:Io12.png]] || OnPressed || branch_amipressed || '''SetSpeed''' || <none> || 0.00 || No |}
- With these 2 tables, you may be capable to do your own.
- There are some help:
- If you have multiple selected objects, put |+Object outputs: multiple objects instead of |+Object outputs: entitytargetname - entityclassname
- If you have only one entity selected but without name, replace entitytargetname - entityclassname to entityclassname
- [[Image:Io11.png]]
- First digit is 1 if the output is common to all selected entities, and 2 if not. If fact if you have one selected entity, you have to put the first digit to 1. If not, you have to see yourself.
- Second digit is 1 if the output works at all, and 2 if it doesn't work.
- When there is a parameter, don't put the < >.
- If there is an error, turn your incorrect values bold. Remember that '''Bold text''' allows you to turn bold.
- Object Properties table (this is still experimental, do not use)
Object properties Keyvalue Value env_microphone Name speaker Maximum hearing range 512 radius 512 radius 512 Spawnflags Start on Allow physics objects Allow soundscapes Spawnflags Start on Allow physics objects Allow soundscapes
Subpages: Projects